I've run into an issue on this Molag Bal quest. I believe I have just about everything finished other than a little testing just to be thorough, but I can't figure out how to make the statue of Molag Bal activate the dialogue. I feel like I'm missing something obvious. I used the Mehrunes and Azuras quests to give myself some ideas about activating the statue, but to no avail. Anyone able to take a look and see where I've messed up? I would prefer it be explained so that I can fix it myself to learn it and avoid future complications of this nature.

So after looking at Azura quest, I think what you need is to create a talking activator (under actors node in CK) using the existing statue model and replace the statue in YansirramusShrine with the new talking activator.

I finally got a chance to look at it again. I had already created the talking activator and replaced the statue. It appears that I had accidently clicked the wrong uniquemorrow voice. The problem now is that he won't converse with me properly. The statue makes a remark about me being indecent and pops up the dialog selection box. If I advance the quest to the next point at which I have to talk to him to finish the quest, then things proceed normally and he says the correct things to complete the quest. It appears that the issue is with this initial dialog, but I'm unsure as to how I could get around. I was under the impression that having the conversation set to blocking would make it skip any other potential conversation topics, but he appears to care more about my appearance. I am wearing clothes. I looked and everything.

I'm assuming that chargen is the character generation (I'm a noob). I definitely went through the character generation. I started a new character for Skywind and came in through the port in Seyda Neen. I even started a new one, just in case it had some kind of issue. Still no dice. I still get the indecency thing.

I feel I've polished up this Molag Bal quest as best I can. If I've got issues I probably just missed them. It does occasionally crash when fighting Menta Na, but I can't see that it is a direct cause of this quest so much as some other error causing random crashes during some fights. The quest works (it did for me on several attempts anyway). Text pops up when the statue is spoken to, and he gives you the key and sends you off. He then hands over the mace when you're all finished, and the journal agrees along the way with what actions have been taken. If you find some issues I would like to know so I can prevent future mess ups.

I believe my next goal will be to slap some work on Sheogorath's daedric quest.

I finished up the Sheogorath daedric quest. It went quicker than the first, but it was way more complicated than the last one was. It was a fun learning experience. As always, I appreciate any constructive criticism and any bugs that are found out. The only thing I've noticed is that if you run into the room and take the jewels so that the dremora lord shows up, and do it too quickly, the conversation won't always start. Which is weird.

I believe I will go ahead and say that I'll do both of the Malacath and Mephala daedric quests to go ahead and get those finished up, before I move on to other random quests.

I would be happy to help work on the House Telvanni Quests; I always chose them in Morrowind. I admit that I am relatively new to the Creation Kit. However, I did work a lot with the Morrowind and Oblivion Construction Sets, and can honestly say I set up many quests in those kits. I don't think it would take me too terribly long to understand this one. If you give me a week to prepare, I would be happy to begin some of the earlier quests. Thanks and hoping to contribute to this project!

I was able to finish the fbmwHTMuck quest with ease. However, I cannot get the HTBlackJinx quest to work properly. I have been troubleshooting that quest for almost two days now, and I am putting up the white flag on that quest.

If someone could look at my work I've uploaded and troubleshoot the thing, I would really appreciate it. I want to try to continue working on these quests, but it is making me pull my hair out now. Best get someone else's point of view for this one. Thanks.

It appears there was an issue with the talking activator. To make it work, you actually need to have a simple activator (the statue) and a talking activator (can be anything but should be invisible).

When activating the statue, you have to add a script that activates the talking activator. If the topics and topicInfos are correctly set, it should start talking to you. [In your version, only the first line of the topic info was played, due to the Say() method]

You can have a look at the azura shrine in skyrim. The activator is the altar, the talking activator is the yellow box near the statue mouth.

Now that I've been successful, I'll rework your two other quests (I suppose both steps above are enough, but maybe some of the other changes I made when I was investigating are necessary). I'll also have to review the other daedric quests that are completed already.

Thanks, digitalparanoid. I'll look into that on the Mephala quest as well to insure I'm doing it right. My issue at the moment is making the NPC see me for the part of this quest where I'm supposed to go by undetected by him. I've tried a couple things, although I'm pretty sure I messed the one up and intend to attempt it again on Tuesday when I have some time to do so. Also, for some reason the poison he gives me spawns by his feet. Which is probably just the way I'm implementing it as an alias attached to him.

I have been unable to make any progress on the quest. My issue with the Black Jinx quest is that it will not show up on the NPC's dialog. For example, Raven Omayn mentions that her Mistress needs a ring. After that, the Black Jinx dialog does not show up.

At one point it was showing up (before it was a problem), and had made a save afterward. I know for a fact that 90% of the actual quest works, its just the damn dialog I can't get to show up.

Anyways, I posted the new archive with all of the .pex files and the previous .psc files I had and the esp.

I have tested and debugged the two other quests and actually I may have to come back on what I said yesterday, was able to make them work without having an activator that activates the talking activator...

What I think I found though is that talking activators don't like the topics with "goodbye" checked.

One thing that I noticed as that the first line just sits there and if you click it again it goes ahead and plays normally. Without really knowing how to fix it, I just went with it and got the whole thing working. Hopefully, I can find some time today to look it over and see about working that out.

Here is the Mephala quest. It has issues. It frustrated me enough today that I thought I'd just drop a turd here and get some help from some other eyes.

For some weird reason the dialogue that starts the quest just stopped showing up. Which baffles my mind about what I did to make that happen when it used to work just fine.

Also, the quest starting notification seems to take place in the wrong place, and I'm unsure as to how I could fix it to show up before the end of the long initial dialog, and the altar has the same issue as the previous ones. I was going to attempt to fix it, but I couldn't find the invisible collision .nif that was used in places such as the voice of azura. In hindsight I could have duplicated that one and just changed things, but I've come too far into this paragraph.

Finally, there is no need to hide from Balyn Omavel. I tried a couple different script things and I'm either doing that wrong or taking the totally wrong approach.

I did attempt something like that, but I don't think I implemented it properly. The wiki is rather vague in a lot of areas, and I just attempted something based on my other programming knowledge. In fact, I just looked, and I did do that except I didn't use a registerforSingleUpdate. I attempted to use onCellAttach, so that it would activate when I walked close enough to him. On looking at it, I didn't loop it, so it probably checked on the initial attachment and stopped looking by the time I had even started walking, let alone get close enough for him to see me.

I'll be pretty busy until next Tuesday, but I could try again when if I come across some time prior to that, or I can do it on Tuesday. Any ideas on what I messed up that my dialogue option quit showing for me?

the Tribunal Temple Quests are not completed. Instead they end with 'The pilgrimage of the Seven Graces'. Only one of these shrines can be activated. There are mapmarkers and the massage is shown by hitting E. But thats it, nothing happens. I've tested all of the shrines and 6/7 are broken. 1 of them was working however. Sometimes there is the typial quest sound played, but again nothing will happen. Please take a look at it again.

Using version .9, so far I have had normal success with two shrines, Justice and Pride (Gnisis and Ghostgate). Please remember that you have to have the proper inventory item to donate to the shrine. I'll test the other Gnisis shrine next (need to go find some wax).

BTW, anyone else notice that the Cure Common Disease potion is not craftable? The Alchemy table just makes 2 variations of the Cure Disease potion. Maybe the one for Skywind should be renamed? Or was this intentional?

Edit: Okay, they all work fine except for the damn puzzle canal one. There is a real trick to getting enough drowning damage without actually dying. Also, has it been noted that the mesh of the stairs going up to Vivec's temple has a spot where you drop through to one of the tiers of the palace? If you do the Moon donation first, you float right over it but if you walk up the stairs, you always drop through the stairs. About halfway up.

I haven't made any progress on Mephala. I'm still unsure as to what is causing my initial dialog to no longer appear, but I assume it has something to do with an alias not filling properly. My real concern is the scripting to get this fellow to see me and react when I try to sneak past him. I thought I'd throw up what I'm using and see if any input could be given as to what I'm doing wrong in getting him to notice me. I've tried a couple of different things, this is the one that I've used most recently and thought I had worked out pretty well:

Ok, I think I've got The Enchanter's Rats quest (EBPest) completed. It plays through properly no matter how you choose to complete it. A couple of notes:

Notes

Change: made the list of sewer rat references an array and used a loop to enable them. It makes the code a lot shorter.

Issue: the rats that are supposed to be in the bedroom of the enchanter keep spawning in the main room when the player enters, so that you usually fight them before even talking to the enchanter about the rat problem. Doesn't break the quest, but it means that some of the dialog won't exactly make sense.

I also noticed some differences between Morrowind and Morroblivion/Skywind (I didn't fix these, they just seem notable)

Morrowind: rats you have to kill for the quest were named "Telvanni Sewer Rat" so that the player could tell they were unique; Morroblivion: they're just named "Rat"

Morrowind: the only rats in the underworks were the ones for the quest; Morroblivion: there are 10 regular rats in the underworks as well

Morrowind: the door to the enchanter's bedroom (where the first two rats are) is unlocked; Morroblivion: the door to the bedroom is locked at level 15 (Novice in Skywind) preventing you from reaching the first two rats, though it isn't a crime to pick the lock

I could definitely use some feedback in case I did anything wrong, I tried to port everything over as it was in Morroblivion. Some things don't quite fit together (like no quest objective/marker for killing the rats), but that's how it was in Morroblivion.

Here it is. I finished it. Kind of. I have everything working except for the altar to speak to Mephala at the end, which is because I was unable to set it up correctly so that you just spoke to the talkingactivator as it does in the Skyrim Azura's quest like you suggested. It did work when using the other way, which was not the way it needs to be done. Digital, if you could let me know what I failed to set up correctly, that would be awesome, and then I can figure out how that works in the event I need that knowledge in the future.

I do have one piece of advice. Balyn Omavel has eyes like a freaking hawk and the ears of a wolf. Like, he can spot you from across the river at night if you aren't careful. As my level one test character, it was an adventure that required sneaking all the way around town and using the hatch on the roof, which is the way the original was anyway. The good news is. It works. I even figured out what I was doing wrong with the detection and everything.

EDIT: I updated the file with one that uses the Story Manager so that the quest does not have to be Start Game Enabled to save on memory issues that could arise from having too many quests starting at the beginning of the game.

I heard about this project awhile back and decided that i should step in and help get this project into beta faster. I'm very excited about this project and i cant wait to see the final product when it eventually makes its way to a final product! With that being said i would like to help out with the quest conversions so that we can get this out of alpha quicker. I'll start out with 1 for the time being and I'll let you know if i can tackle another one once i start. It doesn't matter which quest I work on so you can pick which ever one you feel needs to be worked on first.